Transposing
troops in Lord of the Ring/ War of the ring to Sword and Spear is easy
enough with any thing in middle earth except Mumaks. Are they Large
Beast or Monsters, when they are actually Monstrous Beasts. For the game
I made them Large beasts with some Monster traits.
Large Beasts:
- In Combat, the armour of the enemy unit does not count- Powerful attack.
- Never gain bonus dice due to Impetus when fighting skirmishers.
- Their Discipline is not improved by the presence of a commander.
- When they rout, all nearby friendly mounted take two discipline tests.
Traits I took from Monsters:
- They never take Discipline tests.
- They suffer a hit when doubled, any other hit is ignored.
- They may not recover hits by commanders. Only a Rally/Heal Spell or, if not in contact with an enemy unit, as an action.
I
also gave them (which you have to add as points) Amoured (thick hide),
Thrown Weapons (Harad crew in howda), Impact, Undrilled and Causes Fear.
I added the points for a Monster to make it a monstrous beast. They
need to be hard to kill, but not impossible. It should total 120 points,
I was 3 points out today.
I photocopied the pages that I would need for today's game, and kept them handy.
The game set up:
Rohan & Level 3 Magic User
Easterlings &level 3 and Level 1 Magic Users:
As
this was a solo game I could not "spoof" myself for scouting, so I
rolled all the "unit" dice, which ever side rolled more 1s & 2s, won
the scouting. All scouting dice were put to one side as the discard
pile and will go back in the bag at the end of the turn 1.
Rohan will use white activation dice.
Easterling will use red activation dice.
Easterlings won scouting, Rohan deployed first.
Deployments
TURN 1: The Draw of dice. I will show for the first turn, thereafter will refer to Red and white.
At
the start of the turn the Magic Users (MU), roll for the Magic Points
(MP). each MU rolls a dice and add his level to the dice but cannot go
above 6.
Roll dice
Therefore Level 3 MU gets 4 MP for the turn.
Rohan Cavalry Shooting at Mumak
Two Group Moves, both sides
End of phase
Draw. Last dice in bag.
The
Rohan Shot at the Harad, the Easterling MU gave the Harad a level 3
protect spell which is an additional 3 dice. Level 3 MU is in first band
4 DU (Distance Units) away and can give up to his level (3) in dice.
Waste of time
The Harad Cav take one discipline test and fail, and take a kill
I did this bit wrong I think.
Then the MU attacked the Rohan at under 8DU away, Which is 1 MP which should have left me with 2 MP to attack with (I used 3)
A non-physical spell- causes Discipline tests, which they failed one, so take a hit!
The
Rohan MU Cast a level 3 heal spell, on the unit that took a hit, at a
cost of 3MP. Rolls against the units discipline plus kills 4 + 1Kill,
rolls 3, 5, 5, so kill is removed
End of turn 1
TURN 2: Draw - 4 Red & 3 White dice
In
the Activation stage, the Level 1 MU lobs a level 1 spell, Non-physical
spell (Discipline test) (A Level 1 MU can only use Level 1 spell, ie: 1
attack/ defence/ heal dice. Lvl 2 MU, 2 dice and Lvl 3, 3 dice. They
can always use a level less, dependent on MP left).
As you can
see, he is more than 4 DU but less than 8 DU Away, so this distance
over 4 DU costs 1 MP and then 1 MP for the spell (2 MP used from his 5
MP )
The Rohan Discipline is 3, equal or better passes
The Rohan Impact Cavalry get to charge first. Lowest dice (better Discipline), goes first.
Rohan
rolled well, The white 4 was a 5 but the armour of the Easterlings
reduced it by 1, Still leaving three kills to the Easterlings (Impact
Cavalry only have to beat the enemy dice to kill)
The
Easterling Cavalry removed, the Rohan pursuit hits the Easterling Hero
and a another melee takes place. Yellow dice is a "spare" to match
combats.
The Rohan take a Kill.
1st Melee dice against the Mumak. Every dice drew.
2nd Rohan unit charges in, with almost same result.
Phase 2 Draw: 3 Red, 4 White dice.
Rohan
Lvl 3 with 6 MP, Zaps the Easterling Lvl 3 MU. Under 8 DU away Lvl 3
Zap spell, 1MP for distance and 3MP for level of spell, leaves him with
2. Easterling defends with 3MP (his Level 3). Yellow dice are their lvls
and White and Red dice are their rolls. Rohan doubles Easterling, so
the Easterling MU Dissappears in a Puff of smoke!
Activation dice are allocated
A bit of shooting goes on, no real effects.
Harad charge Rohan Cavalry, Melee dice, casing 2 discipline tests, 1 fails, 1 kill. on the unit on the left.
The other Harad Cav charge home and cause 2 kills Blurry pic!
Rohan Royal Charge home. No Casualties caused, in melee, even with impact.
Melee
The Mumak is assisted by a unit of spears charging one of the Rohan cavalry units
Melee
Phase 3 Draw: 2 Red, 4 White dice
Hero Charges Mumak
Hero
get 4 dice - 2 Strength, 1 Impetus, 1 other units in contact. Mumak get
basic 3 Strength dice as it fought earlier in the turn. Only doubling
dice kill the Mumak, one it saves (Armoured), so takes 1 Kill.
In
the end phase the General moves over to save adjacent cavalry and the
MU uses his last 2 MP to save the kill on the Cavalry unit n
ext to him. Rolls 2 dice (remaining MPs left) and rolls 2 4s, so fails. Discipline 4 plus kill, needed a 5.
Easterling losses
Will now use Melee with additional parts to the historical rules. ie Magic, Monsters, oddities, etc.
TURN 3 Draw: 1 Red, 6 White (numbers are starting to tell 12 to 8 dice in the bag).
Dice allocated, straight to first action.
Rohan
Cavalry were hoping to beat the Easterling foot. It was not to be. 2
Discipline test not req to take as the kill removed the Rohan. Also
rolled for possible death of Captain, passed ok. All surrounding units
tested for routing unit, all passed.
Easterling Spears hit the Minis Tirith bowman in the pursuit, and killed them straight off.
The
Rohan Impact Cav vs the Easterling Hero was also not a good outcome for
Rohan. Caused a kill on Hero but failed a required Discipline test from
melee and routed (Yellow dice).
The pursuit of the Easterling Hero hit the Rohan Hero. Both would roll 2 dice. no results.
Melee
with Mumak. The Lvl 1 MU gave the Mumak a melee dice (within 4 DU, so
just 1MP used). The Mumak already had one kill (not fresh), so rolled 5
dice with the boost dice. Rohan had a bonus dice (6), but also was not
fresh. Rohan take one kill, one Disc (passed)
Phase 2 Draw: 4 Red, 3 White.
Back to the Cavalry bash on the Rohan's left. I would use a Level 2 Boost spell in melee for the Rohan (Costing 2MP)
Yellow dice are the boost dice. You can see how boost dice from MU help in melee. One Disc to Rohan and one kill to Harad.
Phase 3 Draw 1 Red, 1 White. Red go first.
Royal Guard Melee with SW in center causing 1 kill
End of turn 3, situation
TURN 4, Draw : 4 Red, 3 White. Both MU's rolled 1s.
Get straight to that Mumak and Hero's melees
Another Kill to the Mumak, even with the armour adjustment
Heroes
battle it out. They each get 2 (Strength) dice and a bonus (for the 6)
dice. Forgot to add impetus dice for both. Rolled after pic taken. Still
only one kill to Easterling Hero.
Phase 2 Draw : 4 Red, 3 White.
Used MU to boost with a melee dice. (1MP)
Discipline test only
Which all failed!
The other cav melee resulted in a kill to Rohan unit
In the center Rohan Royal Guard and the SW Easterling infantry, both received 1 kill each.
Phase 3 Draw: 2 White
The
2 Dice were used tp activate an impact Cavalry into the Spear unit,
which has no impetus dice, so would not get the spear advantage.
Results in 2 kill and 1 kill
Level 3 MU uses his last 2MP to rally the kill on the adjacent unit, needs a 5. Discipline 4 + 1 kill, fails
Easterling MU tries same on the hero and fails
End of Turn 4, situation
TURN 5: Draw 4 Red, 3 White
Easterling MU sends a boost spell (Dice) to the Hero
Melee result, Rohan Hero takes a kill (Yellow dice is the neutral melee dice)
Rohan Royal Guard take a kill in their melee.
Mumak Melee. Rohan Cavalry get a bonus melee dice (6), And the Mumak takes another kill and it falls to the ground, dead.
There were no units to take 2 discipline tests (Hero does not take Discipline), Impact Cavalry takes it's pursuit move.
Phase 2 Draws: 2 Red, 5 White.
Melee
End of turn 5 the Rohan MU rolls a Lvl 3 Heal spell (3 Dice) and heals the kill.
Also the Eastlerling all have to take army Discipline test. One unit fails and takes a kill
TURN 6: Draw: Red 3, White 6.
Straight to Melee. Easterling SW Inf. receive a Kill and rout. The spear unit fails the reaction test
The Rohan MU uses 3 of his 5MP to boost the Melee (did this wrong, cannot have more bouns dice then strength of the unit (not in the historical set). Results in 2 kills to Harad Cav.
Phase 2 Draw: Red 2, White 5
The Bowmen are Melee capable, charge the Harad. The Harad Cav receive a third kill and rout, Breaking the Evil forces army.
END OF THE GAME
Units lost
Conclusion:
Sword & Spear Fantasy works. I will play out some examples of the extra add ons from the Historical set in the future.
The Magic is quite confusing. I will play with this a bit more.
The Mumak at 120 points is expensive, but if it attacked a lesser unit, who knows. Once again I will run through some examples with a Mumak to see how the traits works.
Looked like is was a great game mate but not 100% sure about the magic stuff, it seems a little confusing.
ReplyDeleteI was thinking of trying Sword & Spear with my fantasy stuff just as it is, but might have to look into the fantasy version.
Mac
It is a bit, the MP and DU confused me slightly, as you only use MP after the 4 DU, up to 4 DU, it's automatic magic. I would like to see a chance of it failing (still using an MP, roll of a 1 and it fails maybe). And limiting MPs too. I will be goning through some more soon.
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